Based on what you want your game to be and your business goals, we dig deep into market analysis, game mechanics your audience loves, and ways to market your idea to it. Then, we brainstorm iteratively and finalize the vision of your future game.
We start the pre-production stage with high-level plans in mind: we prepare and finalize design documentation, visual style guides, UI/UX, and production plans with budgets, team roster, and key milestones.
Once the game is ready, we initiate several stages of its launch to test the game among a live audience and make sure things run as they should — and people are enjoying them. Then you’re ready for the global launch!
At this stage, we provide game updates: content, mechanics, events — and suggest a further strategy based on data-driven decisions and a product-oriented approach.
We care about the product goals.
It’s not about spending yet another part of the client’s budget for us. It’s not about making another batch of tasks in Jira and moving them from one status to another. It is all about the product you are willing to get in the end and the business goals you wish to achieve.
We help you get top talents on the board
After a decade and a half in game development, we have two R&D centers in two Ukrainian cities, teams in thirteen locations across Europe, and access to a pool of top talents with niche expertise not openly available on the market.
We make sure you scale fast
It takes just 4-6 weeks of technical due diligence, research, talks, and culture-fitting to build a full-blown game production center with teams who like your idea and want to create a game people will love.
We’re flexible
We’ve been working remotely since 2014 (started doing it way before it became mainstream!). We can build teams effectively, not being limited by one location. And you can ramp the team up or down with just a 4 weeks notice with our pipeline which makes you flexible, too!
It depends on what you can provide. Some of our clients have only general, vague ideas in mind (which is fine — that’s what we’re here for.) We prepare a questionnaire that they fill out so we could grasp key concepts for narrative, system, and mechanics they want to see better.
You’ll get this questionnaire too if you do not quite know what exactly you want — and, based on your answers, we will prepare a high-level game concept document to summarize it all.
If you have more materials (game design documents, product goals, descriptions, references), they will be a huge help in outlining the game’s pipeline.
Sure, we never start working on a game without GDD. We usually create GDD at the pre-production phase of the project and maintain it up until release (and often after).
Pre-production is the first phase of the game development process. Here, we expand and elaborate on the existing game concepts, create GDD, and develop an art style — draft a basis for production, in one word. We also build the project plan and adjust the pipeline to fit all participants of the development.
To kick-off a game development process — start pre-production activities — we’re going to need 2-4 weeks after signing the service agreement. Depending on a project’s specifics and requirements it can take a bit longer (like if you want to find a narrative designer that is savvy in an eighteen-century British horror genre — or something just as specific).
Some of our clients like to be deeply involved in the process, with the multiple daily check-ins and continuous updates; some consider weekly syncs more than enough. We want to build communication in a way that would make you feel as if your development team is sitting in the room next to you — close but unintrusive.
At the start, we talk about your preferences and offer a communication plan that suits you the most. Our usual tools are Jira, Slack, Miro, and Confluence, but we know and have worked with all major tools for project management and communication, so if you use something different — tell us, we will adopt it.
Most project teams have a dedicated PM responsible for task management; for some cases, Art or Tech Lead, Game Designer/Producers are doing it. For task management, we use Jira, Asana or Trello — but, as we’ve said, we’re open to other options.
Our standard service agreement states: “IP rights are transferred to our clients in full upon the completion of payment under the respective agreement.” It means that you as a client are the only IP owner when everything is made according to the agreed terms.
The standard estimation timeline is 1 week. And here’s how the process looks like. Our department leads analyze their respective areas of expertise — art, engineering, game design, QA, etc, — and provide their estimates, suggestions and recommendations. Sometimes, when the project in discussion is very time-consuming (i.e. when we need to deeply analyse the client’s legacy codebase to estimate, or we’re dealing with a custom game engine), this process may take longer — but we keep our clients informed about any shifts in the schedule.
We successfully work with companies from Asia, Europe, and the US at the same time. Our team schedules are adjusted to our client time zones — so teams are used to starting later and finishing later (or vice versa). All our leads and key team members speak English well enough to discuss using platform limitations to advance the narrative, share opinions on the last movie from space conflict-related trilogy, and, in general, talk with people.
Sure! In fact, we think the test assignment is a good step for both sides, not only for clients. We are not only proving to you we can build games — but we also have a chance to understand your expectations better and pre-discuss preferred communication styles, workflows.
We help you hit your goals faster thanks to our great expertise.
If you prefer to contact us, use this email: bizdev@ilogos.biz